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Topics - Rauschkind

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1
Suggestions / please add a sanity check for kallichore archive mission
« on: April 26, 2021, 01:56:39 PM »
as the title reads.

not having fun right now and for the last 30 minutes.
trying to use cheats now. this is stupid.

2
Suggestions / add more variety to story mission target systems
« on: April 26, 2021, 11:05:17 AM »
the academy missions always take me to the same system very close together, always north-east of the map.
this is pretty borring and rather unsatisfying. it feels like im just wasting my fuel running these missions as i cant combine them with exploration. so i try to do as few missions for them as possible.

i think it was more fun if the missions would target different systems.

3
so i want to kill a bounty fleet, but when i approach it it shows me its in combat with a lumen frigate and neither side trusts me.
however: there is no other fleet adjecant to the bounty fleet and its "battle" never finishes.

also: why cant i opt to kill them both?
nvm, phantom fleet showed up and both sides drifted together, the combat then resolved. still a bit odd.

4
General Discussion / did luddic path cells got changed with r15?
« on: April 26, 2021, 09:59:58 AM »
so im fairly new to the game, however, in my previous game i only got cells when i installed ai cores and  interest usually was shown 10 ai administration 1 something something - this was with size 6 planets.

however, now rather new size 4 colony attracts cells:
4 framing
4 heavy batteries.

like: dafuq? i thought they where ai and high tech haters? whats wrong with farming now? and why is it so much higher then in the previous version?

is this a bug or is something else going on?

in any case i dont like this. because at it is now i cant prevent then anyway. could just put in whatever penality they give as base demod and not bother with the mecanic.

5
General Discussion / disrupted by non-existant pirate base?
« on: April 20, 2021, 02:11:55 PM »
my colony has -3 stability and -50 accessiblity due to pirate activity.
after an hour of looking for the base i started using devmode to teleport around.
there does not seem to be a pirate base anyhere.  i mean, i did find one on the other side of the sector, but killing it did nothing.

any advise?

6
one of my colony, size 6 shows 263% fleet size.
their "armada fast picket" cusually has a size of ~60dp, an "armada patrol" is 80-90dp.
is this a bug?
at the very least its extremely missleading, i would assume that these fleets would have roughly 2.5 times the size of the "typical heavy patrol" shown in in the doctrine tab, but if any thing its 2.5 times smaller.
if its because these are no  heavy patrols - well, there are no heavy patrols. in any case, my colonies seem to be rather helpless against incursions.

7
General Discussion / watching my ships stupidity is just to much.
« on: April 18, 2021, 04:34:14 PM »
i think i cant play this game any longer.
the ships are just to dumb.  i cant count the battles i lost and replayed and lost again because its just not possbile to work with the inbuild *** of player owned ai controlled ships.

- i see ships staying out of their own weapon range getting shot at untill they die while they are stronger and faster and could win a fight easily. (no. agreesiveness  of officer does not change this. a reckless officer will do the same, he will just be more idiotic in other regards. no. eliminate target will not work to make the ship get into weapons range)

- i see my ships ignoring all orders - like to move away from a location - to chase a frigate into an enemy armarda.

- i give a ship to defend a right sided objective and another one theorder to defend left, and certainly, one of them will fly over to the other side, again  ignoring my orders.

- it seems, pirme objective of any of my ships seems to be to get between me and my target.  they will do so without any need. they will suicide to do that, flying into the frontal firepower of a radiant if only thats the spot where they can block my shots the most effectively. (try to explain that with the survival instinct of my captains...)

the ammount of micromanagement to controll these idiotic ships would be quite over the top. but its all futile anyway becasue: they ignore the order half of the time and the other half of the time they never even try to get into weapons range.
that is compounded by the fact that i cant even give enough orders to micromange my ships because i am not allowed to give very many orders in the first place.

i understand that this game aims to be a combat simulator first. but its just not working as that.

8
Bug Reports & Support / two bugs regarding gate activation
« on: April 17, 2021, 03:13:23 PM »
so i think there are two bugs with gate activation after finishing the science quest line.
one apparently (i read) is triggerd by not using the magec gate during the rescue mission, and dev mode should be useable to scan the gates (took this from alex replies in an other thread).
however: i see a different bug. even when taking the gate and everything apparently works fine and most gates can be scanned after the quest line, it is still possible to end up with a few core gates that can not be scanned.
in this case when the player attempts to scan the gate after finishing the quest line, the text popup reads:
"captain there is some kind of interference comming from t he nearby ... fleet. the scanner cant make a lock". however, no fleet will be present.
dev mode will NOT work to scan the gates in this case, dev mode on or off, the only potion given is to leave.

i have a save game if you are interested.

9
Bug Reports & Support / sometimes ships are just INSANELY durable
« on: April 16, 2021, 06:20:53 PM »
so i see this a lot:
some ship hulls are just EXTREMELY durable, to the point that just does not seem to fit into the normal game.

i am aware that there are skills and ship mods that are supposed to increase durability, but what i see seems not explainable by 25% less damage taken or 40% more structure, not even by throwing in all the tank skills and all the tank upgrades at once. i am certain its not a hull special because very few ships have these. last time i have seen this was an enforcer, a hull that has plasma burn as special.

like: i see frigates that take 60s to die with shields down an a paladin shooting it with 4 high intensity beams + medium mounts + whatever the rest of my fleet decides to do. even a cap ship usually dies faster.

my suspicion is that the damage control skill might be bugged. the effect seems to be much stronger then the advertised 25% damage reduction. in simulations it seems to about double the durability of ships, but what i see in these simulations does not fit what i see in battles.   simulated ships die slower yes... but not THAT slow.

10
Suggestions / system bounty standing gains are a bit wonky
« on: April 16, 2021, 05:23:05 PM »
max standing gains for system bounties is 5 per battle, minimum is 1.
this is bad: it encurages a gameplay where i fight as many small battles as possible to maximize standings. thats borring and gamey.
why not have standing gains sclae with bounty payout? i dont think a single dram should give 1, i dont think a 60 ship double armada of 2 combined fleets should only give 5.

edit:
just got 2 standing for a single dram....
so yeah: please nerf standing gains from weak fleets hard but buff gains for large battles please. i think +10 would feel right for really big fights.

11
Bug Reports & Support / salvaged ships will not drop weapons
« on: April 16, 2021, 05:52:30 AM »
when during a difficult salvage the story point option is not first selected and then dismissed but the ship salvaged right away, it wont drop weapons.

12
Suggestions / keybindings
« on: April 11, 2021, 01:30:54 AM »
i like to use keybindings, however, in this game some of them do not seem to make much sense.

especially:
during surveying / planet interaction as well as salvaging, most of the interactoins are done with numerical keys which is great.
however, some options suddenly switch to letters. these letters do not seem to make much sense to me so they are hard to memorize, but also they are inconvinient and its generally really inconvinient to switch from numbers to letters. so this slows me down a lot. could you please unify this and use letters for everyting? i think this would make the game much more easy to use.

another keybinding i am unhappy with is the toggle between galaxy map view and system view. to get to system its q but to get to galaxy map its w, though these keys are close together and pretty easy to use, i think a toggle with a single key would make much more sense.


thank you for reading it!

13
Suggestions / please improve the planet list
« on: April 11, 2021, 12:59:59 AM »
so i want to find a planet not too far from the center without atmosphere and with low hazzard and close to a gate.
i am sure i have suveyed something like that in my game but:

actually finding that planet in my planet list is extremely frustrating.

- the planet list does not allow me to filter for special traits like no atmosphere
- it is extremely inconvinient to check for the planet location on the map because. i have to click that location button, wich then displays a tiny part of the map but closes the planet list. from there i have to set a course to the planet and then look on the map where the planet is located. then i have to open the intel screen and look up where the gates are.

this is so frustrating that when i first tried it i alt-f4ed the game after 2 minutes. this time i spend 10 minutes before doing that then comming here and writing this complaint / suggestion.



please: show the gates on the map too, and please integrate the planet list into the map. it also would be extremely helpful if the map had filters for planet specials and would allow for secondary sorting. like: sort by type first by hazzard second.
as it is now the data is scatterd across 3 different screens and can not be filtered. this is just borderline unusable.

thanks <3



oh, forgotten to mention this: if i look up a planets location on the map, it will reset the planet list scrolling. so good luck finding the planet i have looked up in the panet list again after looking up the location.
it even gets worse if i want to take specials like that cryoship into consideration.  i feel very frustrated right now because i should have all the information to make a qualified decission, but i cant use it because the presentation is so inconvinient to use.

14
General Discussion / help with production upgrade requirements
« on: April 11, 2021, 12:41:05 AM »
is there a ressource that tells me what production item i can use on what planet?
like, i am a bit dissapointed that i cant use a syncrotron nor a  catalytic core on a  cryovolcanic world. its not habitable, but apparently it does have an athmosphere. i find it difficult to figure out what i want to build where and what planets to pick. i hate to try and error it as it takes hours and hours before i get to know if i what i want to do works.
i tried to google it but no luck, the wiki does not  list on what planet wich upgrade can be installed and neither have i found an other source.

15
i have seen this a couple of times now. when i defend one of my stations and there are allied defenders present, they remain entirely passive untill the space station dies.
they wont move or do anything.
it kinda sucks. id rather not have them present so i could at least bring my own ships.

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